User:Pixelguin: Difference between revisions

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| {{clr|10|A[}}{{clr|9|H}} ~ {{clr|9|H}}, {{clr|7|L}}{{clr|10|]}} > {{clr|2|4S}} || Anywhere || 1922 || {{clr|7|Easy}} || This Medium Tatsu ender does more damage compared to {{clr|10|A[}}{{clr|9|H}} ~ {{clr|9|H}}{{clr|10|]}} > {{clr|2|4S}}.<br>However, the oki is worsened midscreen as a you can only dash forward or jab if they back rise.
| {{clr|10|A[}}{{clr|9|H}} ~ {{clr|9|H}}, {{clr|7|L}}{{clr|10|]}} > {{clr|2|4S}} || Anywhere || 1922 || {{clr|7|Easy}} || This Medium Tatsu ender does more damage compared to {{clr|10|A[}}{{clr|9|H}} ~ {{clr|9|H}}{{clr|10|]}} > {{clr|2|4S}}.<br>However, the oki is worsened midscreen as a you can only dash forward or jab if they back rise.
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{| class="wikitable" style="margin:auto"
|+ Metered Combos
|-
! Combo !! Position !! Damage !! Difficulty !! Notes
|-
| {{clr|4|PDR}}, {{clr|8|6MP}}, {{clr|8|5MP}} > {{clr|8|214MK}}/{{clr|8|236MK}}/{{clr|9|623HP}} || Anywhere || 1920/2080/2320 || {{clr|4|Medium}} || This is a core part of your Drive Rush strike mixup, {{clr|8|2MK}} being the other.
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| Any {{clr|8|Medium}}/{{clr|9|Heavy}} Starter > {{clr|10|214PP}} > {{clr|10|214214P}} || Anywhere || 2900-3800 || {{clr|4|Medium}} || Your basic route into level 2. You can charge Shin Hasho to level 2 if you release it as soon as it hits the second level of charge.
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| Any {{clr|8|Medium}}/{{clr|9|Heavy}} Starter > {{clr|10|236KK}}, {{clr|9|623HP}} || Midscreen || 1980-2880 || {{clr|4|Medium}} || Midscreen combo extension. Replace Shoryuken with level 1 for more damage. Cancel Shoryuken to level 3 for even more.
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| Starter > {{clr|10|236KK}} > {{clr|10|214214P}} || Midscreen || 2940-3840 || {{clr|4|Medium}} || Another route into level 2 that does a hair more damage.
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| ({{clr|9|6HP}}, {{clr|8|5MP}})/({{clr|8|5MP}}, {{clr|9|4HP}}) > {{clr|10|236KK}}, {{clr|9|4HK}} > {{clr|9|623HP}} || Midscreen || 2600/2980 || {{clr|9|Hard}} || You can only squeeze in the {{clr|9|4HK}} if you end your starter really close to them. You can '''NOT''' cancel the {{clr|9|4HK}} into level 1. If you wanna spend super, you have to cancel into level 3.
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| Starter > {{clr|10|214KK}}, {{clr|4|PDR}}, {{clr|8|5MP}} > {{clr|8|214MP}}, {{clr|9|623HP}} || Corner || 2528-3550 || {{clr|4|Medium}} || Your basic OD+DR extension for extra damage in the corner. Can also be ended in supers after the OD Tatsu instead of doing the more complex DRC version. 
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| {{clr|9|5HP}} > {{clr|4|DRC}} > {{clr|9|5HK}} > {{clr|9|5HP}} > {{clr|4|DRC}} > {{clr|9|5HK}} > {{clr|9|5HP}} > {{clr|9|623HP}} > {{clr|10|236236K}} || Anywhere || 5796 || {{clr|7|Easy}} || Very simple drive meter dump into level 3 that works anywhere on the screen. Useful as a punish starter or punish counter drive impact round ender.
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| Any {{clr|8|Medium}}/{{clr|9|Heavy}} Starter > {{clr|4|DRC}}, {{clr|9|5HP}}, {{clr|9|4HP}} > {{clr|9|236HK}}, {{clr|7|623LP}}, {{clr|10|236236K}} || Corner || 4505-5541 || {{clr|9|Hard}} || A high damage level 3 corner combo. It has a link between {{clr|9|5HP}} and {{clr|9|4HP}}, after Heavy Donkey Kick, and a tight cancel from Shoryuken into level 3.
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| {{clr|9|jHP}}/{{clr|9|jHK}}, {{clr|9|5HP}} > {{clr|4|DRC}}, {{clr|9|5HK}}, {{clr|9|5HP}} > {{clr|4|DRC}}, {{clr|9|5HP}}, {{clr|9|4HP}} > {{clr|9|236HK}}, {{clr|7|623LP}}, {{clr|10|236236K}} || Corner || 6145 || {{clr|9|Hard}} || This is only possible on a jump-in, Shoryuken punish or stun. You can omit the {{clr|9|j.HP}} and start with {{clr|9|5HP}} > {{clr|4|DRC}} for 5909. If you are midscreen you simply cut out the Heavy Donkey Kick and Light Shoryuken and put in a Heavy Shoryuken to level 3.
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Revision as of 01:05, 9 December 2023

Modern Control Combos

Meterless Combos
Combo Position Damage Difficulty Notes
A[L ~ L] Anywhere 1200 Assisted Your only option for Donkey Kick off a light. Great for checking Drive Rush.
Don't spam it otherwise - light Donkey Kick is -11 OB and you won't be anywhere near safe.
2L ~ 2L ~ 5L > 623H
2L ~ 2L ~ 5L > 6S
Anywhere 1690
1494
V. Easy Your basic light confirm. Unlike Classic, Modern Ryu cannot confirm this string into Donkey Kick.
Modern Ryu can focus entirely on confirming distance to the opponent and cancel into Shoryuken early without buffering.
2L ~ 2L ~ 2L > 4S Anywhere 1214 V. Easy Hooray! You get medium tatsu from your crouching light punch!
2M > 4S/2S Anywhere 1076/1204 V. Easy Though 2M combos to almost all versions of your specials on normal hit (including all your shortcut specials), focus mainly on these two.
Donkey Kick is safer than Tatsu and leaves you open to pop a Denjin charge. Tatsu has great corner carry.
A[H ~ H] > 4S/623H
A[H ~ H] > 4S/6S
Anywhere 1784/2260
1784/2064
V. Easy Heavy Shoryuken is your highest damage meterless A[H] combo. Tatsu gives you corner carry and oki.
You can start buffering the 623H motion immediately by holding forward for easy full damage.
5M, A[M] > 4S/2S/623H
5M, A[M] > 4S/2S/6S
Anywhere 1776/1904/2320
1776/1904/2096
Easy A consistent combo that can be optimized for damage, corner carry, or a mostly safe Denjin charge.
Since M.Ryu does not have Short Uppercut (4HP), this is Modern Ryu's highest damage meterless combo.
A second 5M can be used in place of A[M] for +2f to the cancel window, but it is 1f less safe if blocked.
A[H ~ H, L ~ L] Anywhere 2090 Easy Thanks to Modern controls, you only have to do one link for this combo (and it still does full damage!).
Light Donkey Kick gives you space to pop Denjin.
A[H ~ H, L] > 4S Anywhere 1922 Easy This Medium Tatsu ender does more damage compared to A[H ~ H] > 4S.
However, the oki is worsened midscreen as a you can only dash forward or jab if they back rise.
Metered Combos
Combo Position Damage Difficulty Notes
PDR, 6MP, 5MP > 214MK/236MK/623HP Anywhere 1920/2080/2320 Medium This is a core part of your Drive Rush strike mixup, 2MK being the other.
Any Medium/Heavy Starter > 214PP > 214214P Anywhere 2900-3800 Medium Your basic route into level 2. You can charge Shin Hasho to level 2 if you release it as soon as it hits the second level of charge.
Any Medium/Heavy Starter > 236KK, 623HP Midscreen 1980-2880 Medium Midscreen combo extension. Replace Shoryuken with level 1 for more damage. Cancel Shoryuken to level 3 for even more.
Starter > 236KK > 214214P Midscreen 2940-3840 Medium Another route into level 2 that does a hair more damage.
(6HP, 5MP)/(5MP, 4HP) > 236KK, 4HK > 623HP Midscreen 2600/2980 Hard You can only squeeze in the 4HK if you end your starter really close to them. You can NOT cancel the 4HK into level 1. If you wanna spend super, you have to cancel into level 3.
Starter > 214KK, PDR, 5MP > 214MP, 623HP Corner 2528-3550 Medium Your basic OD+DR extension for extra damage in the corner. Can also be ended in supers after the OD Tatsu instead of doing the more complex DRC version.
5HP > DRC > 5HK > 5HP > DRC > 5HK > 5HP > 623HP > 236236K Anywhere 5796 Easy Very simple drive meter dump into level 3 that works anywhere on the screen. Useful as a punish starter or punish counter drive impact round ender.
Any Medium/Heavy Starter > DRC, 5HP, 4HP > 236HK, 623LP, 236236K Corner 4505-5541 Hard A high damage level 3 corner combo. It has a link between 5HP and 4HP, after Heavy Donkey Kick, and a tight cancel from Shoryuken into level 3.
jHP/jHK, 5HP > DRC, 5HK, 5HP > DRC, 5HP, 4HP > 236HK, 623LP, 236236K Corner 6145 Hard This is only possible on a jump-in, Shoryuken punish or stun. You can omit the j.HP and start with 5HP > DRC for 5909. If you are midscreen you simply cut out the Heavy Donkey Kick and Light Shoryuken and put in a Heavy Shoryuken to level 3.